How to install BepInEx mods on a Valheim server
Install the Valheim-specific BepInEx pack and server mods safely, match client dependencies, verify the BepInEx log, and recover from incompatible plugins.
Valheim mods normally use the community-maintained
BepInExPack for Valheim.
berrybyte's Valheim BepInEx software recipe installs and loads that pack
for you. After switching software, place plugins and their bundled folders in
BepInEx/plugins.
Valheim has no official mod support. Iron Gate is not publishing a public test build before Valheim 1.0, so BepInEx or individual plugins may need updates after September 9, 2026. Keep an unmodded backup and confirm each plugin explicitly supports the server build you are running.
Before installing anything
- Create a full server backup.
- Read every mod page for required dependencies and whether clients must install it too.
- Download only the Valheim-specific pack maintained by
denikson; a generic BepInEx archive can lack the Valheim-specific files. - Keep the same plugin versions on the server and all clients that require them.
- Add one plugin at a time. A small change set is much easier to troubleshoot.
Install BepInEx on berrybyte
Back up and stop the server
Create a backup, then stop the server from Overview. Do not replace framework or plugin files while Valheim is running.
Open Server software
Open Settings → Game Settings → Server software and choose Valheim BepInEx. Use the switch dialog to keep or restore the world data you want, then confirm the reinstall.
Wait for installation
berrybyte downloads the Valheim-specific BepInEx pack from Thunderstore and verifies the required framework files during setup. Do not start or edit files until setup completes.
Start once and verify BepInEx
Start the server and watch Console for the BepInEx chainloader messages. Then check that
BepInEx/LogOutput.log exists. Stop the server again before installing plugins.
The BepInEx recipe starts with crossplay off. Console clients cannot load PC mods, so use the Vanilla recipe for a mixed PC-and-console group.
Install a Valheim mod
Download the server-compatible mod
Download it from Thunderstore, Nexus Mods, or the author's official repository. Verify the supported Valheim and BepInEx versions and download every listed dependency.
Inspect the archive
Extract it locally. Most plugins contain a .dll, but some also ship configuration, assets,
or dependency folders. Preserve the archive's intended layout.
Upload it to BepInEx/plugins
With the server stopped, upload the plugin files to BepInEx/plugins/. If the archive
already contains a BepInEx/plugins path, merge that path into the matching server folder.
Match required client mods
If the mod page says the plugin is required on clients, every player must install the same mod and version in their local Valheim BepInEx setup. Valheim does not download server mods for joining players.
Start and inspect the log
Start the server, confirm the plugin appears in Console, and inspect BepInEx/LogOutput.log
for dependency, version, or patching errors before players join.
Troubleshoot a modded server
BepInEx/LogOutput.log does not exist
Confirm Server software is set to Valheim BepInEx. If it is, stop the server and
reinstall that software to restore doorstop_libs and the BepInEx core files. If setup
fails again, open a support ticket with the
installation output.
The server stops after adding a plugin
Stop it, remove the newest plugin, and start again. Then check BepInEx/LogOutput.log for a
missing dependency or an unsupported Valheim/BepInEx version. Restore the pre-mod backup if
the plugin changed world data.
A player cannot join
Compare the server and player's plugin folders and versions. Content and synchronization mods often require an exact match. Also check whether the server and client are on the same Valheim build.
The mod has no configuration file
Many plugins create their .cfg file only after one successful start. Start once, stop the
server, then look in BepInEx/config/.
The server broke after a Valheim update
Stop it rather than repeatedly restarting. Check the BepInEx pack and every plugin for a
compatible release. You can temporarily remove BepInEx/plugins to isolate the framework,
but restore a clean backup before loading a modded world without mods that own save data.
Remove or update plugins safely
Stop the server first. To update, replace the complete old plugin folder with the new release rather than leaving old DLLs beside it. To remove a plugin, read its uninstall instructions and determine whether it stores custom objects or other data in the world.
Loading and saving a world after removing a content mod can permanently delete data that only that mod understands. Test removal against a backup, never against the only copy of the world.
Frequently asked questions
Does Valheim officially support mods?
No. Iron Gate does not officially support Valheim mods. BepInEx and individual plugins are community projects that can break after a game update, especially around Valheim 1.0.
Do all players need the same Valheim mods as the server?
It depends on the plugin. Server-only administration plugins may run only on the server, while gameplay, content, and synchronization plugins commonly require every player to install the same plugin and version. Follow each mod author's requirements.
Where do Valheim BepInEx plugins go?
Plugin DLLs and their bundled folders normally go in BepInEx/plugins in the Valheim server root. Preserve the folder layout from the mod archive instead of moving only the DLL when the archive contains dependencies or assets.
Where is the BepInEx log for a Valheim server?
After BepInEx loads, its main log is BepInEx/LogOutput.log. If that file is never created, confirm the server uses the Valheim BepInEx software recipe and reinstall it to restore the framework files.